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2010-02-13Revert "wesnoth: only compile tiny GUI when screen is smaller than ↵Denis 'Gnutoo' Carikli1
800x480(smallgui)" This reverts commit a4124738f4b572c37ff6d082c7decf7387cde1d2. We shouldn't make use of USE flags-like functionalities in non machine feeds, And we can't put every recipe in machine feed. I think the best way is to do a wesnoth-highres recipe
2010-02-13wesnoth: only compile tiny GUI when screen is smaller than 800x480(smallgui)Denis 'Gnutoo' Carikli1
Wesnoth has a compile time option for making it work on smaller screen The minimum is 400x300,else you would have to modify /usr/share/wesnoth/data/themes/default.cfg to support your resolution. Basically it uses imagemagick-native to shrink the graphics,which leads to some problems like for instance: *Only a flag can be seen instead of a full village *The forest look like grass
2010-02-13wesnoth 1.6.5: package the low campaign in its own packageDenis 'Gnutoo' Carikli1
2009-12-28Revert "wesnoth 1.6.5 :DO NOT COMMIT YET added support for eee701"Denis 'Gnutoo' Carikli1
This reverts commit 8caa53f00e415b36e0ffae9a7b8f5c837bc2acdf. eee701 is not yet in openembedded.dev
2009-12-28wesnoth 1.6.5 :DO NOT COMMIT YET added support for eee701Denis 'Gnutoo' Carikli1
2009-12-07wesnoth: add version 1.6.5Denis 'Gnutoo' Carikli1
First thanks to: *hrw for telling me how to solve a complicated libpng3 RDEPENDS problem: libpng is,as pb_ explained,is renamed to libpng3 in a way that we can't predict...so the solution was to add libpng3 to RDEPENDS and bitbake would have renamed it automatically,and it did. thanks a lot! *Ivanovic in #wesnoth-dev for telling me that removing the cmake script that finds boost make it uses the one shipped with cmake and so it finds more recent versions of boost Tested on: *shr/merge with om-gta02 machine *boost 1.41.0(boost 1.40.0 didn't configure for me because of a bug that made it require MPI) *640x480 resolution(the campaign don't work in 480x640 because the dialog of the character that appear at the bottom of the screen trigger assertions that makes the program abort) The solution for it would be to re-use the wml and maybe also the source code of the port wesnoth to the iphone available here: http://wesnoth.repositoryhosting.com/trac/wesnoth_wesnoth/ the wml files in question are located here: /usr/share/wesnoth/data/themes/default.cfg they contain the screen layout definitions. This recipe compiles wesnoth with tiny GUI,that is better because we can go in lower resolutions,but the in the game,the forests appear as grass (that's because of the side effects of resizing a picture)